Thanks. You are right, Tetris blocks are composed of multiple graphical objects, but would a scene graph still make sense if you just had to catch some graphical objects that fall from above? In this case, I don't see any hierarchy.

Thanks. You are right, Tetris blocks are composed of multiple graphical objects, but would a scene graph still make sense if you just had to catch some graphical objects that fall from above? In this case, I don't see any hierarchy.

Yeah. Of course there are examples, where there isn't any hierarchy... this is one of those examples.

The overview for scene2d, libgdx's 2D scene graph, lists what it provides:https://code.google.com/p/libgdx/wiki/scene2dIf you have no hierarchy at all, it still helps with drawing and hit detection for rotated/scaled actors. The action system might also be useful. Also note the second to last paragraph that talks about model-view coupling.

Yes, a hierarchy consisting of one level (the root group with actor (non-group) children). This is also known as a list. :p

It is convenient for actors to think in their own unrotated and unscaled coordinate system, where 0,0 is the bottom left corner and width,height is the upper right corner (you can use y-down with scene2d if you want, but then some scene2d.ui widgets won't work (scene2d.ui is a UI library built on top of scene2d)). It makes drawing and hit detection easier.

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